Category variable: standard values suggestion

Category variable: standard values suggestion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Category variable: standard values suggestion

Post by TradeMark »

If im right, the engine doesnt use the category variable at all?

So I prefer we should make some sort of standard for the categories.

Here goes my suggestion for it:

Basic categories:
PLANT - construction plant
BUILDER - this unit can build

Sub categories:
LAND = ground unit
SHIP = ship
UNDERWATER = unit under water
VTOL = aircraft unit
HOVER = hovercraft unit
AMPHI = amphibious unit

Other definitions:
LEVEL(X) = unit level
CTRL_(X) = some keyboard command
MINE = unit is mine (needs sub category, LAND or/and UNDERWATER)
KAMIKAZE = kamikaze unit (doesnt mean just mines, and mine doesnt need this)

Rules:
1) Every unit needs to have one (or more) basic categories.
2) Every plant needs to have one (or more) sub categories, which describes where it is built on (is it on water or underwater, or just on the ground).
(probably more rules needed)

I made up those fast, something needs to be fixed, i think. So say if they are unlogical, or unpractical!

Also say if i missed some important category, and tell what you think of this!
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

You are wrong.

:P
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Also, the engine specifically ignores the CTRL_X commands. And some of the others. I forget which, Secure knows them though.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Oh,

What are the categories what spring engine supports?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Sorry, I interpreted it as meaning it didn't use the line whatsoever. :oops:

Anyway, there's little point in standardised categories, imo. Different mods have different needs and different strings that make sense for them.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

FLOZi wrote:Anyway, there's little point in standardised categories, imo. Different mods have different needs and different strings that make sense for them.
Yeah but i think we can still make basic categories for every mod.
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PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

Post by PenguinMaster »

Hmm, a good idea, maybe the unit list in spring could support categories too.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

TradeMark wrote:
FLOZi wrote:Anyway, there's little point in standardised categories, imo. Different mods have different needs and different strings that make sense for them.
Yeah but i think we can still make basic categories for every mod.
get lost.

Correctio, do not try to mandate that crap. The engine does use them for notargecategory.

I do not need you to standardize that in my mod.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Hmm

Post by Pxtl »

Well, such standardization would help for making AIs and scripted-mutators. But yeah, more often than not categorization fails anyways when you get something that is only "kinda sorta" in a category.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

smoth wrote:
TradeMark wrote:
FLOZi wrote:Anyway, there's little point in standardised categories, imo. Different mods have different needs and different strings that make sense for them.
Yeah but i think we can still make basic categories for every mod.
get lost.

Correctio, do not try to mandate that crap. The engine does use them for notargecategory.

I do not need you to standardize that in my mod.
Stop agreeing with me, It's creeping me out! :P
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